Taimon Posted June 17, 2008 Share Posted June 17, 2008 We have a report of a messenger (Wilco on ulcaster map) turning hostile, when fighting the hobgoblins nearby. I can reproduce this with only the "Better calls for help" component installed. (Both Tutu and BGT.) I'm not really familiar with your shout id system, so I don't know how to fix this properly. (Wilco hears 992 or 984 before going hostile.) Link to comment
Salk Posted June 17, 2008 Share Posted June 17, 2008 I can confirm this bug on a BGT install. Link to comment
Leomar Posted June 18, 2008 Share Posted June 18, 2008 We have a report of a messenger (Wilco on ulcaster map) turning hostile, when fighting the hobgoblins nearby. That's right and there are more messengers in BG1 in BGT, they turning hostile, too, e.g. at the High Hedge it is the messenger Roger. Greetings Leomar Link to comment
Taimon Posted June 19, 2008 Author Share Posted June 19, 2008 I see, the hobgoblins and humans use the same shout id. Most likely due to the bandits in chapter 3/4. What about giving the hobgoblins their own id and only use the human id when in specific areas? /Edit: Looks like 63x and 83x where the IDs you reserved for them in a previous version, so changing the 99x and 98x to those will be a temporary workaround. I also coded a rather lengthy macro to let them shout 99x and 98x in some areas. Which where the areas you had in mind for the hobgoblins shouting human ids? // macro/fix for hobgoblin shout script DEFINE_PATCH_MACRO ~hobgob_shout_fix~ BEGIN SPRINT new_file ~~ SPRINT AREA_CHECK ~OR(7) AreaCheck("%CloakwoodDruids%") AreaCheck("%CloakwoodWyverns%") AreaCheck("%CloakwoodMines%") AreaCheck("%CloakwoodMines_L1%") AreaCheck("%CloakwoodMines_L2%") AreaCheck("%CloakwoodMines_L3%") AreaCheck("%CloakwoodMines_L4%")~ DECOMPILE_BCS_TO_BAF // the following only catches single RESPONSE blocks REPLACE_EVALUATE CASE_SENSITIVE ~IF\([^#]*\)THEN\([^#]*#[0-9]+[^#]*\)END~ BEGIN SPRINT new_block ~~ PATCH_IF (~%MATCH2%~ STRING_CONTAINS_REGEXP ~Shout(~ == 0) BEGIN INNER_PATCH_SAVE new_trigger ~%MATCH1%~ BEGIN REPLACE_TEXTUALLY ~Heard(\[ANYONE\],83\([1-6]\))~ ~Heard([ANYONE],98\1)~ REPLACE_TEXTUALLY ~Heard(\[ANYONE\],63\([1-6]\))~ ~Heard([ANYONE],99\1)~ END INNER_PATCH_SAVE new_response ~%MATCH2%~ BEGIN REPLACE_TEXTUALLY ~Shout(83\([1-6]\))~ ~Shout(98\1)~ REPLACE_TEXTUALLY ~Shout(63\([1-6]\))~ ~Shout(99\1)~ END SPRINT new_block ~ IF %new_trigger% %AREA_CHECK% THEN %new_response% END ~ END SPRINT new_file ~%new_file% %new_block% %MATCH0%~ END ~~ INSERT_BYTES 0x0 (STRING_LENGTH EVALUATE_BUFFER ~%new_file%~) WRITE_ASCIIE 0x0 ~%new_file%~ COMPILE_BAF_TO_BCS END Link to comment
Salk Posted June 20, 2008 Share Posted June 20, 2008 Taimon, thanks again for working around SCS problems. Is it okay if I copy paste your macro under the "Better calls for help" component in the .tp2 and at the same time change this: COPY ~override/dw#help.bcs~ ~override/%tutu_var%hobgoba.bcs~ //hobgoblins use the same help code as SHOUT, so that the hobgobs in the Cloakwood help the Throne humans REPLACE_TEXTUALLY ~777~ ~99~ REPLACE_TEXTUALLY ~888~ ~98~ into this: COPY ~override/dw#help.bcs~ ~override/%tutu_var%hobgoba.bcs~ //hobgoblins use the same help code as SHOUT, so that the hobgobs in the Cloakwood help the Throne humans REPLACE_TEXTUALLY ~777~ ~63~ REPLACE_TEXTUALLY ~888~ ~83~ or am I completely off? Link to comment
Taimon Posted June 20, 2008 Author Share Posted June 20, 2008 Yes, that's correct. Repeat the changes on the next copy. (hobgobf.bcs) You don't really need the macro for this. It should restore the current behaviour of the hobgoblins helping humans, but only in some areas. But I'm not sure which areas David had in mind. And again, this is untested code, I've no idea if it's working correctly. (But it installs fine at least.) If you want to try it, add a LAUNCH_PATCH_MACRO to the COPY. COPY ~override/dw#help.bcs~ ~override/%tutu_var%hobgoba.bcs~ //hobgoblins use the same help code as SHOUT, so that the hobgobs in the Cloakwood help the Throne humans REPLACE_TEXTUALLY ~777~ ~63~ REPLACE_TEXTUALLY ~888~ ~83~ LAUNCH_PATCH_MACRO ~hobgob_shout_fix~ Link to comment
DavidW Posted June 20, 2008 Share Posted June 20, 2008 Still watching... the time to sort this out properly keeps getting pushed back by other things. July, perhaps. Link to comment
Salk Posted June 23, 2008 Share Posted June 23, 2008 Taimon, should this: LAUNCH_PATCH_MACRO ~hobgob_shout_fix~ apply also to the hobgobf.bcs copy? Thanks! Link to comment
Taimon Posted June 23, 2008 Author Share Posted June 23, 2008 Yes, if you want them to react to human calls for help in the cloakwood areas. Link to comment
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